In opposition to the traditional practice of setting games in spartan worlds with Everything Trying to Kill You, recent games try to add realism by inserting a lot of prop objects, such as chairs, tables, televisions and the like, as well as the almost inevitable crates. These will frequently end up in your way.

There being only so many buttons on the game controller, the user interface is rarely set up to allow any kind of sophisticated interaction with these props, so the usual way of dealing with such things is to blast them to pieces. Quite often, the game will actively reward you for this with various forms of in-game currency or powerups.

As the inclusion of Ragdoll Physics becomes commonplace, expect this to increase, as objects can suddenly become extremely useful as weapons. If destructible objects are useful only to show off how awesome the physics engine is, then you've discovered an example of Wreaking Havok.

Kung-Shui is a close relative that this trope often wishes to emulate.

And no, the title of this article is not the Welsh, nor German for "The chair, the".note Those would be Die, Gadeirydd, die and Der Stuhl, der!, respectively. Trope has nothing it do with People Sit In Chairs.

Examples

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Action Adventure Game

All the Links appear to have a compulsion to break pots, signs, skulls and to cut grass to get some kind of reward.

In The Legend of Zelda: Twilight Princess, however, attacking the chickens would force you to take control of it for a short duration. This was not so much a deterrent as totally freaking awesome.

And in The Legend of Zelda: Phantom Hourglass you can kill the chickens, by picking them up and throwing them to the water. You have to jump into the water too, however; otherwise they bounce from an invisible wall surrounding the land.

In The Legend of Zelda: Ocarina of Time, the chickens, if put in water, will simply come to the edge and climb back up... no matter how far away the surface is. At one point, you use a chicken to slow your fall as you glide down to the ground far below. When you're done, you let go of the chicken, and he'll float across the water, back to the wall, and rise back up into the heavens as if there's an invisible elevator. (There's no way his wings could propel him back up the height of a skyscraper, no way.) It is hilarious.

The Legend of Zelda: Skyward Sword has Link face the consequences of this at one point. In the Lumpy Pumpkin bar, there's a breakable chandelier with a Piece of Heart on it. Break it and the bar owner makes you do a mini-quest to pay it off. The game also chastises you for looking through other people's cupboards, and a woman named Goselle in Skyloft will fine you for breaking her antiques.

Hena: "It sounds crazy, but I've heard stories of people who have nothing better to do than go around breaking every jar they see. I mean, is that the dumbest thing you've ever heard in your life?! Who would DO that?!"note Link can roll into the wall, but it won't make the jars fall down. If he does it repeatedly, Hena kicks him out for being a jerk and makes him apologize the next time he comes in.

The Lego Star Wars games require the player to destroy scenery to release collectible items, and sometimes to continue the plot. Even when this means Queen Amidala and her cohorts smashing up Theed Palace, breaking windows, destroying flowerbeds and the like.

Similarly Star Wars Episode I: Jedi Power Battles gave you points for destroying things which were used to level up at the end of the stage. Since the third power for each stage required a lot of points, it was often necessary to destroy everything in sight to get it. Seeing Jedi systematically trash every computer console on a Trade Federation vessel is weird enough, but when you go to Theed, you burn down all of Amidala's plants and break all her windows.

Lego Batman works much the same as the Star Wars version. As noted elsewhere on this wiki, Vandalism = Heroism.

Lego Harry Potter as well. There are even bonus levels that you can only complete by destroying absolutely everything.

In the Ratchet & Clank series, you can get bolts from destroying lots of the scenery (computer screens, cameras and all kinds of stuff). Some skill-points are rewarded for destroying ALL possible scenery.

There's also a skill point for taking out the spring-mounted Captain Qwark automaton on Metropolis in game 1... which requires anti-tank weaponry. Considering Qwark is revealed to be working against you in the storyline, it's really very satisfying reducing it to spare parts.

Hilariously inverted in Crack in Time. If you hit a broken object with Clank's time scepter it reverses and becomes fixed. You even get bolts comparable to breaking the thing.

In Psychonauts, most items can be hit, thrown, or set on fire. This is actually useful, since any enemy that bumps into flaming scenery catches on fire, and any other enemies that bump into them will then also burst into flames. Throwing objects is also the only way to defeat some enemies. An in-character example would be Sasha Nein, who hates Tiffany Lamps and uses them as target practice within his mind.

In the original Castle Wolfenstein, all of the walls (except for the four main ones) in each room, along with all of the chests, can be destroyed with grenades. Detonating a chest full of ammunition isn't a good idea...

Darksiders has many destroyable objects. Unlike many games, they don't actually respawn after leaving the area, which makes completing one of the trophies difficult. (There is one area where they do in the Xbox360 version, but not the PS3 version.)

Castlevania: Lords of Shadow has lots of destructible objects. One of the hardest bonus challenges involves destroying enough of them in a given time.

Subverted at some windows near the end. Every window in the entire game (before the laser tunnel) sucks all enemies within reach into space. In the last stage: window force pushes YOU to the other side of the room.

A good majority of the scenery in the Gungrave series can be destroyed. Fire hydrants, boxes, chairs, alarm lights, cars, signs, and then some. In fact, busting up inanimate objects is crucial to building the Demolition Shot Gauge—blowing up objects keeps the Beat Counter's flame lit, especially if there are no more enemies in the room left to kill.

Even funnier is if you've seen the full version of the original game's cover art—Grave is standing on top of a mass of destroyed objects and enemies (including a stop sign and a truck) that he, presumably, blew up himself.

Ghostbusters: The Video Game allows players to destroy almost everything in the game with the proton pack. The game keeps track of the damage in terms of dollars - a sort of a "score".

Robot Alchemic Drive features cityscape environments that can (and more often than not, will) have large sections of it flattened as your remote-controlled Humongous Mecha dukes it out with foes of equal mass. After each battle, a newscast gives you a rough estimate of how much damage was caused, with players encouraged to try and minimize damage as much as possible by offering bonus money for protecting key buildings.

In Metal Gear Rising: Revengeance Raiden can cut most anything. Early demos showcased him using his abilities to slice through watermelons. The game actually keeps track of how many pieces Raiden cuts props into, if the player is so inclined.

Adventure Game

The flash game Daymare Town 3 by Mateusz Skutnik, include an achievement for destroying 10 breakable things: a clock, lightbulbs, windows, crystals, etc.

Goblins 3, Blount turns into a slightly more violent Wolf Man at one point and starts using a hammer to break the house of a Jerk Ass shopkeeper, who kidnapped his bird, stole his coin, and refused to cooperate him with anything.

The Punisher (Capcom) allows nearly everything to be smashed to pieces. However, most of these objects can also be picked up and thrown at enemies for a good deal of damage, destroying the objects in the process. This includes chairs, barrels, pot plants, armor suits or even an arcade cabinet - basically anything that isn't nailed to the ground.

The X-Men Legends games feature plenty of this trope, especially in the Morlock tunnels in the first game. Even parts of the walls are destructible, and between the relatively close quarters and the variety of area effects, battles can quickly turn into spectacular displays of Stuff Blowing Up.

Streets of Rage features breakable street objects, such as mail boxes, parking meters, traffic cones and such. Many of these have power ups hidden inside of them. The characters also seem unable to work out how door handles work, and deal with any doors they have to get through by smashing them into pieces.

Urban Reign has plenty of tables, chairs, shelves and other minor objects to knock people through for bonus damage.

In Burning Fight, all Bonus Stages are based on this type of vandalism, and the streets also have the occasional vending machines, oil barrels and wooden crates that can be trashed.

Fighting Game

All the games in the Dragon Ball Z: Budokai Tenkaichi series feature destructible environments, allowing you not only to destroy mountains and buildings with energy attacks, but also by throwing or punching your opponent through them. If you do this in story mode, you might even find a Dragon Ball in the rubble.

The most famous bonus stage in fighting game history: The return of Final Fight's car-destruction in Street Fighter II, for even less reason.

The later installments in the Call of Duty series had destroyable furniture.

In Golden Eye 1997 and several of the later James Bond-themed games, every piece of scenery could not only be destroyed, but would explode under heavy gunfire, often in a massive fireball that would injure the player and send foes flying. Even seemingly non-explosive items like office tables and bushes exhibited this strange behavior. And due to the way explosions work in the game, unloading a mag into a file cabinet or a crate could result in explosions which were peculiarly more fiery than concussive, and had the astounding ability to last for a full ten seconds.

GoldenEye Wii, as well as is Xbox360 and PS3 ports, avoids the exploding furniture, but otherwise plays the trope straight, as most bits of scenery can be destroyed with enough firepower.

Half-Life issues Gordon Freeman's iconic crowbar for dealing with breakable objects. Almost the entire game is littered with large, breakable crate-like boxes, which often contain cool stuff such as ammo and health powerups.

Half-Life 2 has an object library loaded with mobile, seemingly-random junk, all fodder to be used by the player and his trusty Gravity Gun weapon. In fact, a flying hot-water radiator is capable of killing almost every non-humongous enemy in the game. Only in the Expansion Pack, Half-Life 2: Episode One, was a human-sized enemy introduced that took more than one radiator to kill: the Zombine, a headcrab-infected Combine Overwatch Soldier.

And in Half-Life 2: Episode Two, a new enemy known as "the Hunter" was introduced. Hunters have damage resistance against almost every firearm and explosive... but have a crippling weakness to junk launched by your Gravity Gun. Despite being able to take ridiculous amounts of explosions to the face, most would fall over and die if hit by a small log.

In Deus Ex, the landscape is dotted with wooden crates containing Power Ups; for ease of opening these, the player is provided with a crowbar... which is used to, you guessed it, smash them to pieces. Deus Ex also contains chairs, which may be picked up, carried, thrown, used as weapons, climbed on to reach out-of-the-way places... but not sat in, except in cutscenes. There's also throwable vases, flags, balls, cleaning trolleys, signs, and plants, all of which can cause damage (throw them at an friendly enough times, and they'll attack), and newspapers will darken when hit, until finally shattering.

With a high-level Microfibral Muscle augmentation, you can use literally any physics object in the game as a one-hit nonlethal KO. There's a video lurking around Youtube of the player knocking out Manderley by hitting him over the head with the American flag next to his desk.

If you walk over a cat, it becomes hostile and if you do it again, it dies. Rats die the first time you step on them.

Most objects in BioShock can be nudged or picked up via telekinesis. This means you can pick up a corpse and mentally throw it at another opponent.

Rise of the Triad was one of the first, if not the first, to have destructible objects, down to the coins you could either pick up in order to gain a life, or simply blow up to have a chance to get a bonus at the end of the level.

Duke Nukem 3D, coming about a year later, was one of the big popularizers of the trope for FPSes.

Operation Body Count was also one of the first FPSes to have destructible environments: walls could be damaged with bullets or grenades, windows could be broken, and furniture could be either blown up or burned.

Alpha Prime has levels literally strewn with hundreds of movable objects, from small soda cans to large metal beams. What it lacks, however, is a good way to use them (aside from a few put-battery-in-receptacle puzzles). The player can pick objects up and toss them with a variable amount of force, but enemies will remain pretty much unfazed if they are hit by them. A gravity gun (a la Half-Life 2) would have made things much more interesting.

Far Cry 2 features the destruction of everything from Radios and TVs over vehicles to ammunition and fuel supplies, not to mention marked explosive barrels. Basically, anything that is not a tree or a building can be completely and utterly destroyed. Instead, you can just burn the trees.

Of course, there's always Portal, where there is actually an achievement for destroying all 33 destroyable security cameras on the walls throughout the Aperture Science testing areas. Because of the virtually non-existent clutter in the game, this is one of the few things that actually has a visible impact on the game world (in a material sense, given that you cannot destroy anything else)...and even taking the cameras out doesn't destroy them, it just dislodges them from the wall, rendering them unusable by GLaDOS. Then again, that could be The Plan.

In Portal 2, we get video monitors as well, with an achievement for destroying all of them as well. These are a bit more rewarding than the cameras in that you receive rather humorous complaints from the person shown on the screen.

Destroying these things in Si N's early missions causes J.C. to state that it isn't a shooting gallery.

In Metroid Prime, the ChozoRuins feature birds flying in the distance. They're pretty. They're majestic. They're docile. They can be shot at. Doing so causes them to explode in a flurry of feathers. The Prime games also occasionally feature random bits of destructible scenery.

In Deer Hunter 2005, there are occasionally birds flying overhead. Since you can kill everything else in the game (rabbits, raccoons, and of course deer) it's tempting to take potshots at them - until you hit one, and are told that your score for that round has been cancelled because you just shot an endangered species.

In the FPS Sky Net, buildings would contain office-type and living-type furniture such couches, refrigerators, desks, file cabinets, wall-mounted paintings, etc.. They all could be destroyed. And would explode.

Dungeons And Dragons Heroes contained breakable barrels that frequently contained money or potions. Beware, however, as some of them actually exploded, causing damage to anything in range.

Also infamous for destructibles is Diablo II, where a broken crate could drop money, items, or even spawn an enemy.

Diablo III takes this to a whole new level, with destructible environment pieces apparently everywhere. You can even get small experience bonuses if you destroy enough of these pieces in quick succession, and some achievements give bonuses for doing this.

Devil May Cry and all of its sequels include this trope to the penultimate level: if it is clearly not a fixed portion of the scenery, it can and indeed must be destroyed to get at the precious in-game currency within. Sometimes the destructible object is even part of the scenery (DMC4 took this idea and ran with it), which leads to the few cases of a destructible object not having currency in it being quite jarring.

Platform Game

Crash Bandicoot has you smashing crates as a primary objective of the games. Aside from containing several goodies such as Wumpa Fruits and Extra Lives, breaking all of them in a level will get you a gem.

Jak and Daxter though mostly in Jak II: Renegade and Jak 3: Wastelander where you can basically kick the crap out of cars and zoomers until they explode. However this is inadvisable as being near enough to a zoomer to kick or punch it will probably result in you getting hurt by the eventual explosion and because destroying one of the wastelander cars by any means will result in you failing whatever mission you might or might not have been on.

The Sly Cooper series gives you coins for smashing things. More interestingly, there are multiple missions where you are required to 'ransack' (smash) objects in order to find some key item.

The Simpsons: Hit & Run similarly rewarded you with coins for smashing stuff, up to and including your own vehicle.

The Spyro the Dragon games tend to have some destructible scenery, mostly plants. Burning the shrubbery to a crisp doesn't get you any points, but it is somewhat therapeutic.

Although in Spyro: Year of the Dragon, burning certain things in certain levels will earn you Skill Points. (For example, Burn All the Piranha Signs.

Whiplash has this as one of the main objectives: Bankrupt the evil corporation that used you as lab animals through the sheer cost of property damage.

Ape Escape has a number of breakable walls as well as, most fittingly, Specter's flying chair.

In the flash game Coinbox Hero, your adversary is as the title says, a coin box. In addition to the standard method of jumping and hitting it, there are a variety of weapons you can buy to use against it. Nuking it destroys it and creates Nyan Cat. Seriously.

In Sonic Riders, Power-type characters work this way, punching out certain obstacles in their path, the obstacles in question varying depending on the track, and gain Air for doing so.

In Sonic Unleashed, there were many pieces of furniture that you could break for energy in the nighttime levels (or in the daytime levels, just destroy them because they were there).

In Sonic Generations, you can destroy stuff to fill your boost meter. This is especially helpful in the City Escape level, as plowing through cars is a good way to keep the boost meter filled during the first section.

Duke Nukem II has crates that can be destroyed for powerups and bonus items. In addition, security cameras are breakable, and if you destroy all of them in a level, you're awarded with a bonus. The game also features glass containers which, when shot, reveal hostile slime creatures.

Puzzle Game

Puyo Puyo has you killing sentient, multi-colored jelly for fun and earns you points by flooding your opponent with more sentient but clear-colored jelly. Not to mention they have eyes...

Rail Shooter

Time Crisis allows you to shoot all manners of inanimate, harmless objects. Doing so is often necessary to string together combos for large amounts of points.

Arcade shooter Zombie Raid took this to a level rarely seen - you can shoot the opening credits that appear as you begin the game.

Real Time Strategy

All harmless animals in Blizzard Entertainment games may be attacked and killed. Warcraft II brought this to new heights when one could repeatedly click on a critter and have the critter explode in a bloody mess.

StarCraft critters have a habit of exploding as well. It's somewhat of a running gag in Blizzard games.

Some crafty StarCraft players actually infect these "harmless" animals with parasites, allowing them a little more intel on enemy movement, knowing that most people don't bother killing them.

StarCraft II also features some of this. Not only can you choose to shoot/kill neutral targets, in the campaign mission "Media Blitz", you can have the Odin destroy some doodads just by making it walk over them.

While blowing stuff up is a major factor of any RTS game, usually it's the other guy's troops. StarCraft's campaign made a point of having missions where you have to blow up otherwise random doodads on the map that were assigned a special value for the mission. Queue up a professional gaming scene in Korea, and suddenly you have professional map-makers making RTS maps with destructible environments, ranging from the necessary to destroy-if-you-want-to-win to the just-sort-of-there.

Dungeons of Dredmor has several breakable objects which can contain goodies, mostly crates and vases. If you smash a statue of Dredmor, however, you get "heroic vandalism" points.

Role Playing Game

In Marvel Ultimate Alliance 2, various crates not only drop health, but in the XBox 360 version you can also get an achievement for destroying a large amount of them.

"Large" being 250, an amount which (if you break every single crate you find) can be beaten halfway through the first level.

Scarlet Witch even has a power that turns mooks into crates that you can break.

In Freedom Force, you can literally destroy anything (unless the objective requires you to protect it), including buildings, cars, lamps, benches, trees, signs... the only penalty is less "prestige" (bonus points) at the completion of a level.

In World of Warcraft, the recently-introduced Achievement system contains a challenge to kill 15 turkeys in three minutes; players who complete the achievement are (in a brilliantly-staged tribute to the Zelda chickens) mobbed by a horde of angry turkeys.

NCSoft's City Of Heroes Villains game features Mayhem Missions, instances where characters actually get bonus time for mission completion by destroying objects ranging from parking meters to SWAT vans. Newspaper vending machines, payphone kiosks and parking meters all dispense coinage when destroyed, but most other objects explode — even common wooden packing crates and aluminum-framed plexiglass bus stop shelters. Hydrants shoot water into the air, but not nearly as much as one might expect.

In the fullness of time, this led to the other half of the game, City of Heroes, getting similar mission (Safeguard) with a similar mechanic. The catch? Being a hero, you actually lose time if you let the computer-controlled baddies break too much scenery. Instead, you gain time by busting waves of vandals that mindlessly destroy scenery, and side missions.

They did fix at least a few of the suckiest aspects of Safeguards - destroyed objects no longer lose you time, and Vandal waves give you a fair bit more time than Mayhem waves do. But still, Mayhems let you blow stuff up.

Possible in The Elder Scrolls IV: Oblivion: you can attack and knock around pretty much anything in a shop and the shopkeeper won't mind. Pick anything up, however, and you'll have all of Tamriel's police force on you.

Try blasting a library's worth of books with a fireball-type spell with an attack radius. Books go everywhere. Tons of fun in the Mage Guild. Just make sure there aren't any NPCs in range first.

And yet Fallout 3, which uses the same engine, has bulletproof (also laserproof and explosion-proof) chairs.

Though you can knock most of them around. Not that you'd want to, since if you touch anything, even a tin can, NPCs gripe at you.

In Skyrim, you now have Shout abilities. The first you get is "Unrelenting Force". With one good FUS RO DAH! you can send an entire banquet flying across the room, food, plates, guests and all.

Most placeables in the environment for Hellgate: London are destructible. While they occasionally drop money or items, players actually get Achievement Points if they destroy enough.

Played straight in the Shadow Hearts prequel Koudelka, where a few of the random encounters are against possessed sets of chairs and tables.

Comparatively few objects can be destroyed in Fable, but you can break windows. And then get arrested for vandalism.

There was a mini-game of sorts to kicking chickens. A nasty nickname for the hero is "chicken chaser" and the more you up your Strength skill, the farther your chickens will fly.

In Fable II there are plenty of boxes and barrels to destroy, but they're all empty. One of the loading screens even tells you so, asking who would be silly enough to put any valuables in them.

Over the course of Bastion, much of the scenery (such as walls, crates, and rubble) can be destroyed. In fact, the game's narrator even references the trope if the player breaks a lot of stuff in a small area, saying, "Kid just rages for a little while."

In the game Darkstone, smashing crates and vases will usually reward you with gold, magic scrolls, and the occasional minor quest item. However, sometimes the objects are booby-trapped and explode when you smash them. There is a learnable skill which makes it easier to detect the booby-trapped crates/vases, and another skill which can enable you to disarm the traps, but your character's ability is based partly on class; only the Thief ever gets very good at it.

The Bard's Tale on the Xbox has a barrel maker who catches the protagonist smashing his barrels. He offers to pay you for every barrel you smash afterwards. This is so everyone has to buy new barrels from him.

Champions Online not only lets you break, blast, shoot, crush, stomp, or whatever to everything from crates to tanks, it also lets you pick them up if your strength stat is high enough. And then you can throw them at the baddies, too.

A similar mechanic is in play in DC Universe Online, except it's scaled with a separate "weaponization" stat.

In Phantasy Star Online 2, some elements of the enviornment, such as small trees, piles of snow, and cacti, can be destroyed. Crates also abound, providing items upon their destruction.

Arx Fatalis Has a very literal "die chair die" for the PC version. At the very beginning of the game just outside the room you start in is a chair, which if beaten 10 times with a bone in rapid succession, will result in the player receiving some end-game items among other things.

In Dragon Quest IX the game is littered with breakable pots and barrels that practically beg you to smash them. Most of the time they're empty, but sometimes they contain some items, potions and even some rare items. However the placement of these pots gets a little ridiculous sometimes. In many cases, there are many rooms containing nothing except a few pots in the corner. Sometimes there is a room blocked off by a locked door that contains nothing but pots. And in one case, there is a hard-to-reach island whose only noteworthy feature is a small house with some pots inside it. Makes you wonder what you could possibly find.

Adventurers in Dungeons & Dragons Online get increasing experience bonuses for destroying every barrel, crate and pot they find. Over the years, the game's added Drow furniture to kill and robot companions you can train as barrel-slaying juggernauts.

Many things in Dawn of Magic are breakable, from tables and chairs to logs and tree stumps. Smash too many of them when people are watching and you might get the whole town after you.

Sports Game

Skateboarding is dangerous in any of the Tony Hawk video games. Feel free to obliterate car windows, signs, traffic cones, chairs, tables, PEOPLE... even though it all mysteriously goes back to normal when you come back later.

The BloodRayne games are chock full of destructible objects. One can even leave scratches on the walls from Rayne's blades.

The video game based on the live-action Transformers movie allows you to destroy just about anything. In many cases, there will be pieces remaining that you can pick up, carry around, throw, and sometimes even wield as weapons.

Let's not forget Max Payne. The soda machines that spit out cans that can then be shot. In the original game, there is a scene where you are on an elevator with muzak playing. If you shoot the speaker, Max says "Thank You".

Red Faction Guerrilla takes this and makes it (more or less) the point of the whole game. Additionally, every object seems to be made from concrete, but is destructible as though it's made from Styrofoam.

In Earth Defense Force 2017, entire buildings will collapse if something so much as a firecracker explodes on them. With some of the later guns allowing you to carpet bomb entire blocks, turning cities into smoldering piles of rubble can become a game in itself.

In the X-Com series, destroying objects (and buildings) can be an important tactic since it denies cover to the enemy and often raises a smokescreen, which admittedly can also benefit the enemy. Entire farms and orchards (or a suburban neighbourhood) can be destroyed with impunity. The main use of High Explosive packs is to kill or injure a weak alien on the other side of a wall.

It doesn't work quite as well in UFO After Blank, where most things are resistant to being blown to shrapnel... however, it is sometimes possible to get through walls with carefully positioned Super Striker grenades, or to reduce a wrecked bus to shrapnel.

X-Com: Apocalypse counts property damage. You can reduce to rubble half of a building in a fight, but it means you owe a lot to its owner. Unless it was something that belongs to aliens or Cult of Sirius who will hate you anyway.

The Disgaea series started having various destroyable objects on the battlefield ever since the third game, such as crates, desks, and various statues. All of them can be subjected to the same ridiculously destructive attacks as actual enemies. This does actually have a practical use in that you can fill the bonus gauge by attacking them, and is sometimes necessary if you want some of the better rewards due to the number of enemies on the map not always being enough to raise the gauge to the point required to obtain them.

Tsukihime: Used for drama when in one scene, Shiki (the player character) suddenly and inexplicably becomes irrationally angry at a chair and tears it apart, a sign that he's becoming very mentally unhinged. The narration for this scene is nothing more than the words "This chair."◊repeated over and over again.

Wide Open Sandbox

Saints Row has plenty of destructible scenery. But alas the accursed telephone pole will not come down.

Dead Rising on the 360 takes place inside a zombie infested mall, where almost anything imaginable can be used as a weapon. Benches, baseball bats, lawnmowers, potted plants, shopping carts, guitars, TV sets, mannequins, and of course chainsaws. And like all things, nothing lasts forever, and everything that could be conceived as a weapon will either be broken due to overuse (AKA too many zombies bashed in the head), or run out of 'ammo', (either when using actual guns or throwing stacks of dinner plates or CD's).

Deadly Premonition litters its game world with mostly-identical wooden boxes that can, besides being pushed around, only be shot, blown or broken apart. Not particularly egregious in and of itself, but this even holds true for the boxes in Greenvale's Police Department's records room. Apparently the local deputies don't mind the sound of sub-machine gun fire and shattering wood around the office.

In Assassin's Creed II you see the occasional street cleaner with a broom or some musicians with guitars. If you make them drop their stuff you can use the props as weapons. The broom essentially is a warhammer. It is hilariously stupid going on a killing spree with an unbreakable broom and clobbing into the heads and backs of your opponents.

Practically all the scenery of Prototype is destructible, and anything you can destroy you can also chuck up to half a city block. That includes trees and living, screaming, flailing people.

Scarface: The World is Yours features many locales and objects from the movie, such as the neon 'World Is Yours' sign above Tony's pool. Naturally, many of these objects can be destroyed.

Minecraft is a peculiar example of this. Apart from the usual mining and gathering chores that require "destroying" (i.e. hitting a block with your fist or tools until it breaks), every block or placeable item, except for Bedrock, which is indestructible, has to be destroyed and re-picked up as resource if you wish to carry it.

Non Video Game Examples

The indestructible nature of most non-plot-related objects in older video games was parodied on a long-lost gaming website with the "Indestructable Crate vs The L-Shaped Tetris Block" challenge.

In The Lego Movie, Bad Cop regularly vents his frustrations at...well, everything, on random chairs. At one point someone actually pulls a chair out for him to kick around.

Barry Manilow's song "Copacabana": "And then the punches flew, and chairs were smashed in two...." This was also done on live-action TV during Liza Minelli's performance of the song on The Muppet Show.

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